intersectCircleCircle

Test whether the one circle with center <code>centerA</code> and square radius <code>radiusSquaredA</code> intersects the other circle with center <code>centerB</code> and square radius <code>radiusSquaredB</code>, and store the center of the line segment of intersection in the <code>(x, y)</code> components of the supplied vector and the half-length of that line segment in the z component. <p> This method returns <code>false</code> when one circle contains the other circle. <p> Reference: <a href="http://gamedev.stackexchange.com/questions/75756/sphere-sphere-intersection-and-circle-sphere-intersection">http://gamedev.stackexchange.com</a>

@param centerA the first circle's center @param radiusSquaredA the square of the first circle's radius @param centerB the second circle's center @param radiusSquaredB the square of the second circle's radius @param intersectionCenterAndHL will hold the center of the line segment of intersection in the <code>(x, y)</code> components and the half-length in the z component @return <code>true</code> iff both circles intersect; <code>false</code> otherwise

  1. bool intersectCircleCircle(double aX, double aY, double radiusSquaredA, double bX, double bY, double radiusSquaredB, Vector3d intersectionCenterAndHL)
  2. bool intersectCircleCircle(Vector2d centerA, double radiusSquaredA, Vector2d centerB, double radiusSquaredB, Vector3d intersectionCenterAndHL)
    public static
    bool
    intersectCircleCircle

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